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Everything posted by NecroTheReaper
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Why not 22A GP? Move doesn't do much good point blank outside of combos, plus could either help you or screw you afterwards if you cant handle the matchup as well in that form.
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She still has situational high damage (I lol every time I get caught in OD missile vortex for 5k). She's not great, but not bad either. Sorta right there in the middle. It doesn't seem to me though that her game plan relies on her items. It seems more about getting respect for her more dangerous mixup like IOH j.B's off swallow moon. When you have bat, almost everything is a frane trap, when you have hammer, you get them closer to danger zone, when you have presents, its essentially a pressure reset, but none of these are really useful without her already existing moveset. I played against a good plat and got destroyed entirely (though to be fair, they were better than me in general).
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I'm glad to know I'm not the only one who's losing from a handicap xD found out today my contacts were likely contaminated and I don't have another pair :D. So now I gotta wait a week and gk back to get more lenses. Ggs to those two I played earlier, ended up losing my yellow color again -cry-
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I've tried 2D, because its autoguard lasts longer I still get screwed by DP's actives even when it -should- work. Granted I tested this against the most absurdly slow DP in the game (Jin's C dp). Also, when is this game gonna decide if ignis/nirvana are projectile or physical? xD
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But then it wouldn't help me xP makes me so pissed when a dp slaps ignis just to make the actives on it increase to like 30000 and I end up gettin CH'd Dx
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Aside from character stuff, I wish they'd give throws their range back but add like 2 or 3 more frames you can tech out at. Also, remove whatever bullshit auto-guard does to active frames since the only person that seems to help is Mu and everyone hates her DP as it is xD
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Anyone wanna play a blind man? You might even get those rare obvious overhead attempts to work since I can't see anything in detail xD
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I've said nothing about nerfing haku, I dunno what you're reading. He's in a good spot, I wouldn't say he's OP or trash, but now I'm hearing complaints in every direction. And no, the only counter he can really follow up for more damage is j.D. i guess you could force 6D in which case I'd be forced to laugh until I suffocated. He can counter>wave super now. Ex was counter>decent combo into corner with meter gain. Haku wasmy most played matchup in Ex, and it wasnt just 1 haku.
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Cmon tesno, you know beating whats his names Haku in Ex was the greatest thing ever xD. But not only did Ex haku have better average damage, also more screen carry from all those j.2A iad combos. Also, 3k from counters meterless, I rest my case
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Airk, all I heard out of that rant was "screw diversity, everything should work the same". Also your argument keeps going all over the place and sounds like a personal issue against Hakumen. Started off with damage, and now that its been compared to how its not really different from Ex, we have to complain about his one new good move that costs meter.
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Why do people hate Haks so much in CP? Even when he was way more OP in Ex, its not like he was unbeatable. In fact, he had even more "lol dat damage" combos (granted not as high) what were just [236B>623A]xN for 7-8k in mugen. At least now they have SMP xD
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I'm up for playing, but I'll be awful right now xD have no contacts in and ds3 makin jumping difficult.
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This is my preferred OD UB combo which nets up to 5k without tedo. With Tedo and OD tedo, it goes up to 6.1-6.3k. Just edited my earlier one with some help of that combo you posted Cad. UB>CT>OD>2C>236C>214A>5B>2C>214A>214B>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>4D>632146D [6348/20%] The character specific route for when 214B wiffs is just remove 214B. It lowers the damage by ~300, but its not that bad. Still ~4700 without tedo
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I dont necessarily think it should follow the concept of "more complicated needs to be better" as "my reward for complicated shit better be worth it". It's one thing for somethin complicated to be good, one thing to be shit, and one thing to be absurdly OP (Koko black hole corners xD)
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I wouldn't think of NM as where you should be mixing up though. At the end of a NM combo, all that's been accomplished is getting stocks really. No oki, no damage, maybe a bit of heat, but still. Though... I have 0 experience with her and probably cant start learning her for a few days.
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Hasnt she always had good mixup though? Honestly, as odd as it sounds, I'd like GA 2C to be jump cancellable on block. Be a real good risk-reward factor for slow startup, but the safe mixup... though a jcable +5 move probably wouldn't happen xD
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This change to her air dashes she might get has reinforced my desire to play this character xD what jCable moves does she have on block, cuz if its at least 2 it seems like her pressure could become somewhat Valk-esque with either quick high's or difficult to see lows.
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Nah, I feel its fine since his OD is mostly used to finish a round, so if a Haku managed to beat you the first round without losing a burst, its partially you're fault for not playing well enough (not meanin disrespect, this goes for me as well). If you make him use his burst first round for defensive, he's got no skyrocketing damage round 2 (no time factor). If he uses OD round 1 to kill ya, he's gotta wait round 2 to do it again. I think 3k damage per combo 1 round and 8-10k the next is better than 6-8k at all times. But this is my personal view, I dont expect everyone to agree lol
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Out of all the top end characters, Haku pisses me off the least. I'd rather him stay as is than go to Ex status. I don't think you remember him getting IOH's that lead to 6-8k damage in Ex as well as being permanently immune to most air pressure.
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You're right, they havnt done it, but so far they've only spoken about touching Koko from the high tiers, and every other character is a low tier character that needed some improvements. They seem like they're makin Kagura's pressure a bit closer to Noel's (their drives are similar imo, just Kaguras was like, 2000% reward and works 1% of the time). Giving bullet better options during blockstrings and a tager worthy command grab at 50 heat, supposedly the movement Izayoi people are hyped about, Terumi getting more space control. Its all low tiers (admittedly NEW low tiers)
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Has anyone experimented with grab>CT? Gives oki and corner carry midscreen if you don't wanna force em away from the corner, but damage is still kinda crap. Better than 22C mash, but crap xD
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Ggs to Myoro and Relius mirrors xD got hit with so many UB's buuuuut... do more with em man xP corner UB can lead to 5.9k (OD of course) xD
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Nah. If they just leave the top tiers alone (except of course Koko) and bring up the bottom tier like they've shown publically, I don't think there will be too much issue.
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Yeah, I suck at instant blocking even pre-made blockstrings I made myself, but if its superflash, the move takes long enough that you can IB fairly easily,
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Relius can do it without throws via ley lol. Block or ley super>3C>214C>ley falling super ball>pick up combo.